Age | Commit message (Collapse) | Author |
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Limit select fails with circle and border select.
Regression in 2.76
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16 was not enough here, -32 seems to give OK results.
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Clearing of custom bones outline's line thickness was not done at proper
point, wireframe drawing never changes line thickness, only solid draw
with outline does...
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Also don't do second pass when the first has no hits.
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Regression in 195d0fba
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Regression in 195d0fba
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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We now handle selection and transform manipulators
(kudos to Julian Eisel to help hunting down the latter).
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In d2f1f80a6fa I was always calling view3d_main_regio_setup_view with
NULL matrices, which is not always correct.
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Handling depth loop for now (3d cursor positioning). Selection is a bit
more tricky.
Reported on 51354
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Transform no longer uses backbuffer for snap.
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When using both preferences, use cursor depth when nothings selected.
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Useful for splitting out draw logic in 2.8x
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A little awkward to calculate when drawing.
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Not sure how we got to that point, but code was drawing twice one side
of the camera volume, and not at all another side!
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This area is a subject of reconsideration, so for now used simplest
way possible -- ensure depsgraph's nodes have proper layer flags
when going in and out of local mode.
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multiple search of same op.
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Probably some leftover from much older code?
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After adding draw_object_select, noticed a similar name.
Rename drawObjectSelect to draw_object_selected_outline.
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Selection loop would draw the selection ignoring xray.
Now draw in a separate pass after clearing the depth buffer,
as with regular drawing.
Also disable depth sorting,
caller can sort the hit-list by depth if needed.
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Avoids including GPU_select and makes it more clear that the cache is
needed for view3d_opengl_select calls.
Also use typed enum for select mode.
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Intended to replace legacy GL_SELECT, without the limitations of
sample queries which can't access depth information.
This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL
which access the depth buffers to detect whats under the pointer,
so initial selection is always the closest item.
The performance of this method depends a lot on the OpenGL
implementations glReadPixels.
Since reading depth can be slow, buffers are cached for object picking
so selecting re-uses depth data, performing 1 draw instead of 3
(for 24, 18, 10 px regions, picking with many items under the pointer).
Occlusion queries draw twice when picking nearest,
so worst case 6x draw calls per selection.
Even with these improvements occlusion queries is faster on AMD hardware.
Depth selection is disabled by default, toggle option under select method.
May enable by default if this works well on different hardware.
Reviewed as D2543
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Initialize a rectangle from point+size.
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Is already added through Transform_Properties
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accurate transform
Now it is defined by keymap.
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Was caused by property being saved by the operator manager.
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Was actually harmeless and not crashing, but I'd say more or less only
by luck: the NULL-check for region data would only evaluate to true for
the correct 3D View region. However, if we were to add region data to a
different region type in future, this would lead to undefined behavior
if executed in the wrong region.
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Code has been commented from before 2010 and relates to old Background image code.
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Since the cache is created in one way or another, this flag is not really making a difference
More details here: D2496
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stepsize = 0
A big thanks to Steffen Mortensen (stifan) for finding the root cause of this bug!
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New options to define the style of the animation paths in order to get
better visibility in complex scenes.
Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
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If the active object is in weight paint mode, but some armatures in pose mode, 'manipulate center points' still affects the transformation. See bd2034a749a9a9.
Also removed redundant check, we basically did the same check for paint modes twice.
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Mostly from patch D2256 by Aaron Carlisle (@Blendify), thanks!
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